Devil Forgemaster
Over a wasteland, a young man wandered carrying with him an old hammer that had almost broken. Little by little it will change with that body that begins to rise. The young man looks and finishes taking the hammer to the body while.
ancient sinners
Over ancient ages, the first of this ancient tradition, died over the world. Visionaries, lunatics, cultists, religious who learned the ancient rites from other beings, thus becoming the first diabolical masters. Before they were even known as the demon forgers. But with the ages this became frowned upon and abhorred by society, and such traditions became isolated from the world. Holding few connoisseurs of current times.
Unworthy sinners.
A master of the devil's forge are people who bond with the gates of hell or the abyss by differences. Whether by proposal or a dark fate, they are, in essence, carrying enormous strengths while others have little more than two creatures. Fragile, but powerful in its function.
Devil Forgemaster
| Level | Proficiency Bonus | Features | Point Forge |
|---|---|---|---|
| 1st | +2 | Forge instrument, forge master, Night creatures | 1 |
| 2nd | +2 | forge repair | 2 |
| 3nd | +2 | Forger's shield. | 3 |
| 4th | +2 | Ability Score Increase | 4 |
| 5th | +3 | Extra Attack | 5 |
| 6th | +3 | hunter's mark | 6 |
| 7th | +3 | Night creatures [large] | 7 |
| 8th | +3 | Ability Score Increase | 8 |
| 9th | +4 | Life or death | 9 |
| 10th | +4 | Forger's signature | 10 |
| 11th | +4 | Night creatures [Huge] | 11 |
| 12th | +4 | Ability Score Increase | 12 |
| 13th | +5 | Mind of steel | 13 |
| 14th | +5 | ─ | 14 |
| 15th | +5 | Practice leads to perfection | 15 |
| 16th | +5 | Ability Score Increase | 16 |
| 17th | +6 | Art of the forge | 17 |
| 18th | +6 | Night creatures [Gargantuan] | 18 |
| 19th | +6 | Ability Score Increase | 19 |
| 20th | +6 | The True Master of the Forge | 20 |
Class Features
As a Devil Forgemaster, you have acquired the following class features.
Hit Points
- Hit Dice: 1d4 per Devil Forgemaster
- Hit Points at 1st Level: 4 + your Constitution modifier something
- Hit Points at Higher Levels: 1d4 + your Constitution modifier
Proficiencies
- Armor: Light Armor, Shields
- Weapons: Simple weapons, martial weapons
- Tools: tools alchemy and blacksmith
- Saving Throws: strength, wisdom
- Skills: Choose four from: Acrobatics, Stealth, Handle Animal, Athletics, History, Intuition, Arcana, Perception, Survival, Investigation, and Religion
Equipment
EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background:
• (a) Armor of beaten leather
• (a) a simple or martial weapon
• (a) a light crossbow and 20 bolts
• (a) an adventurer's pack or (b) an explorer's pack
Forge instrument
At level 1, you have access to an instrument used for your infernal or abyssal forge to bring demons from hell or beings from the abyss itself to put into empty husks, a weapon that emanates an aura of a color of your choice this weapon is considered magically linked to you, her damage is treated as magic damage.
Forge master
From level 1, per level you have in this class, you receive 1 forge point that can be used as a full action on your turn to place hellish demons or abyssal beings in empty bodies, for this you need a corpse. [points after use, take 24 hours to recover]
Night creatures
From level 1, using your forging instrument, you can open the gates of hell or the chasm, to bring the same creatures into a body of any type, the creature that occupied the empty shell stays until it reaches 0 points. hit points, a night creature turns gray as soon as it drops to 0 hit points. Night beings have absolute loyalty to their forger and hold the same goals as their master, but retain their intellect and may desire other things, though they never betray their lord.
The forge master can create a creature of the night of a challenge rating equal to his own by spending 1 forge point for each challenge rating.
the summoned creature is treated as its original model and will have its Wisdom, Intelligence and Charisma values reduced to -2 but will have all the abilities of the creature chosen by the forge master, it must roll initiative and take separate actions during the battle a creature of the night they don't need to eat or sleep, but they can't recover their hit points naturally. For creature sizes see the table below.
| Level | scale |
|---|---|
| 1st | Small and Medium |
| 7nd | Large |
| 11nd | Huge |
| 18th | Gargantuan |
forge repair
Starting at level 2, you can during a short or long rest you can spend some time repairing a creature of the night and thus recovering its maximum hit points.
| Time | scale |
|---|---|
| 1 minute | Small and |
| 5 minutes | Medium |
| 10 minutes | Large |
| 30 minutes | Huge |
| 4 hours | Gargantuan |
Forger's shield.
At level 3, using your bonus action. You can cover your body with a spectral shield to protect you from various blows.
temporary hit points gained from shield is [ Wisdom Mod * Level in this class ]
Can only be used once per short rest.
Ability Score Increase
When you reach 4th level and again at 8th, 12th, 16th, and 19th level, you can increase an ability score of your choice by 2, or you can increase two ability scores ability of your choice by 1. By default, you cannot raise an ability score above 20 with this characteristic.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
hunter's mark
Starting at 6th level, by spending your bonus action you can mark a being, and you and your creatures will always know where it is. Such a mark lasts for 24 hours or until removed with remove curse.
To see the brand it is necessary to have true vision
This mark can only have one target per view, and you have a number of uses equal to your Wisdom modifier.
Light and shadows
At level 8, using a bonus action you can imbue your weapon with a radiant or necrotic aura of your choice, it deals an extra 2d8 of the chosen damage type for 1 minute, to use this ability again you must take a long rest.
Life or death
At level 9, when one of your night spawn drops to 0 hit points within 18 yards where you can see it, you can choose to use your reaction and 1 forge point to stabilize the creature at 1 hit points or leave it. it dies and recovers half the forge points you used to forge this creature
Forger's signature
At level 10 your forged creatures are as refined as they are brutal, your creatures are stronger than they were in life and now with features of hell demons that use their shells whenever creating a creature of the night you add one of these extra features to the creature. chosen.
- Resistance - The creature gains resistance to one damage type
- Magic Weapons - The creature's natural weapons are considered magical to overcome non-magical damage immunity and resistance.
- Explosion - Upon reaching 0 health the creature explodes in a radius of 6 meters causing 8d6 fire damage
- Regenerate - the creature regains 5 health every 1 of the start of its turns
- Fly - Creature gains wings and a flying speed of 30 feet
Mind of steel
At level 13, you have become accustomed to the presence of demons and creatures of hell near you thanks to this having become accustomed to the horrors of darkness your mind is in a mixture of madness and harmony you have immunity to fear, and any another effect that attacks the mind (anything that forces you to make a Wisdom saving throw)
Practice leads to perfection
At level 15, many think that because you are a forge master you are weak and defenseless but you train your combat techniques to exhaustion until they border on perfection, you are as lethal as any of your creations, whenever you roll 1d20 and your result is 1 to 9 you must treat the result as 10, you can use this ability a number of times equal to your Wisdom modifier, you regain all uses of this ability by taking a long rest
Art of the forge
At level 17, you have already become a legendary forge master, your name echoes throughout hell, You can choose creature of up to CR 3, to be your favorite creature. Summoning her no longer spends forge points, and you use your bonus action to summon her.
- It gains its level as an extra life.
- Your proficiency in damage.
- And it cannot suffer mental effects.
Forge talent
At 18th level, you can use your full action to regain an amount of points equal to your Wisdom mod. And from this level all your points return on a long rest And creatures no longer lose 2 to charisma, intelligence, and wisdom.
The True Master of the Forge
At level 20, this is the pinnacle of a forge master, the creatures of the night become his craftsmanship. finest art and the corpses of his enemies are his canvases to paint, with a action you can sacrifice as many creatures of the night as you want and add their levels to summon a creature of the night that exceeds challenge level 20
Practice
Safe
Homebrewing
Thanks for reading.
Here's some warnings about the class, it's strong reaching almost to the extreme. And for the purposes of power balance and class context, it makes sense to take the d4 as a given. I could leave it as d8, since it's a combative class, not magic. But I decided to get that, to balance the rest of the skills.
If possible leave it like this, and allow players to use it. Because in case the balancecloth becomes difficult for your table, nothing a rogue can't solve.
Cover Art: Skiorh
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